Physics runs in a separate thread from rendering in PhysicsServerExample (preliminary)
Improve rendering performance. OpenVR experience is smooth now. commit needs a bit more testing before pushing in main repo.
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@@ -53,7 +53,7 @@ static sem_t* createSem(const char* baseName)
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#ifdef NAMED_SEMAPHORES
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/// Named semaphore begin
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char name[32];
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snprintf(name, 32, "/%s-%d-%4.4d", baseName, getpid(), semCount++);
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snprintf(name, 32, "/%8.s-%4.d-%4.4d", baseName, getpid(), semCount++);
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sem_t* tempSem = sem_open(name, O_CREAT, 0600, 0);
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if (tempSem != reinterpret_cast<sem_t *>(SEM_FAILED))
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@@ -244,10 +244,10 @@ void b3Win32ThreadSupport::startThreads(const Win32ThreadConstructionInfo& threa
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threadStatus.m_userPtr=0;
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sprintf(threadStatus.m_eventStartHandleName,"eventStart%s%d",threadConstructionInfo.m_uniqueName,i);
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sprintf(threadStatus.m_eventStartHandleName,"eventStart%8.s%d",threadConstructionInfo.m_uniqueName,i);
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threadStatus.m_eventStartHandle = CreateEventA (0,false,false,threadStatus.m_eventStartHandleName);
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sprintf(threadStatus.m_eventCompletetHandleName,"eventComplete%s%d",threadConstructionInfo.m_uniqueName,i);
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sprintf(threadStatus.m_eventCompletetHandleName,"eventComplete%8.s%d",threadConstructionInfo.m_uniqueName,i);
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threadStatus.m_eventCompletetHandle = CreateEventA (0,false,false,threadStatus.m_eventCompletetHandleName);
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m_completeHandles[i] = threadStatus.m_eventCompletetHandle;
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